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The Call to Duty-an Action Chatroom game

SamSniped

DJ Goodboye
Joined
Jan 1, 2011
Messages
5,413
Location
playing some funky jams
Earth, 2012. The world is at relative peace. However, many countries are becoming suspicious. Certaain people have been tasked with making tactical moves against each other. What will happen? You decide.

This is my idea for an Action Chatroom game. I'm basing it off of my favorite games-Call of Duty 4: Modern Warfare. It is different from other Action Chatrooms in many ways, especially one-
Anyone can GM.
That's right, anyone can create their own squad and GM their game. This is because I don't want to do a mission every two weeks and have people to do nothing in the between because of my schedule. However, unless I have recently updated the list, you will have to look around for the missions and times.
So, lets get started.

Character Creation
Spoiler :
Name- Your name. Self-explanatory.
Gender- Need I explain?
Age- See above.
Squad(s)- The missions you are a part of. Any character can be in an infinite number of missions.
Lives- You start with 5. Your character has 100HP, and you lose a life and can no longer participate with that character if you have no lives. See the Extra Info section for more on this.
Experience points- You start at 0/1000. See the Extra Info section for more on this.
Level- You start at 1. every time you level up, you get an extra unlock point.
Money- You start with $1000. See the Extra Info section for more on this.
Unlock Points- You start with ten. See the Extra Info section for more on this.
Primary Weapon- Your primary weapon.
Secondary Weapon- Your secondary weapon.
Sidearm- A pistol. Required for use of the Tier 3 perk Last Chance.
(Tertiary Weapon-only if you choose Overkill for perk 2, but its a THIRD WEAPON!)
Perk 1-Perk from Tier 1.
Perk 2-Perk from Tier 2.
Perk 3-Perk from Tier 3.
Miscellaneous Items- Miscellaneous items from the Miscellaneous category; no limits here on these items. You get a knife as a default that is always replaced when lost.
Explosives- The default here is 2 Frag grenades and 4 Flashbang grenades. There is one empty slot that can be used for a perk, a grenade launcher or masterkey attachment, or explosives you buy; only the former two are restocked for free after each mission, the latter one is bought with your dollars.
Locker- Weapons/perks you have unlocked but aren't using.


Weapons & Perks
Your weapons and perks are the core of your character. they make you who you are. The perks are like the abilities for other AC games, but you can only use three at a time. Similarly, you can only use two weapons at a time, more with a certain perk.
Every player starts with 2 Frag grenades and 4 Flashbang grenades, plus a knife.These items are restocked for free after each mission. More guns may come eventually, so keep on the lookout

Spoiler List of Weapons :
See the Extra Info section for more on the stats and what they do.
Spoiler Assault Rifles :
Assault Rifles are the basic weapons of this game. They get no bonuses unless specified. They deal out a decent amount of damage, and are all-around guns.
M16 (1 Unlock Point)-
Damage per Bullet : 10HP
Bullets Per Turn : 6/3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 75% (15/20)
Fire Modes : Full-automatic, Three-round burst, Semi-automatic

AK-74 (1 Unlock Point)-
Damage per Bullet : 15HP
Bullets Per Turn : 4/1
Clip Size/Extra Ammo : 30/90
Accuracy : 60% (12/20)
Fire Modes : Full-automatic, Semi-automatic

M4 Carbine (2 Unlock Points)-
Damage per Bullet : 13HP
Bullets Per Turn : 6/1
Clip Size/Extra Ammo : 30/90
Accuracy : 80% (16/20)
Fire Modes : Full-automatic, Semi-automatic

H&K G3 (2 Unlock Points)-
Damage per Bullet : 10HP
Bullets Per Turn : 4
Clip Size/Extra Ammo : 20/80
Accuracy : 90% (18/20)
Fire Modes : Semi-automatic

G36c (3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 80% (15/20)
Fire Modes : Full-automatic, Semi-automatic

M14 (3 Unlock Points)-
Damage per Bullet : 20HP
Bullets Per Turn : 3
Clip Size/Extra Ammo : 20/80
Accuracy : 90% (18/20)
Fire Modes : Semi-automatic

STG-44 (2 Unlock Points)
Damage Per Bullet : 15 HP
Bullets per Turn : 3/1
Clip Size/Extra Ammo : 30/90
Accuracy : 75% (15/20)
Fire Modes : Full-Automatic, Semi-Automatic

Additional Bonuses/Penalties : Cannot use attachments

Spoiler SMG :
SMGs get a +2 bonus to accuracy in close quarters combat, and a -3 penalty to accuracy when far away. They also have a faster Rate of Fire than the Assault Rifles, which means a SMG can deal out more bullets in a turn.

MP5(1 Unlock Point)-
Damage per Bullet : 10HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 30/90
Accuracy : 65% (13/20)
Fire Modes : Full-automatic, Semi-automatic

Skorpion(1 Unlock Point)-
Damage per Bullet : 5HP
Bullets Per Turn : 10/1
Clip Size/Extra Ammo : 20/80
Accuracy : 70% (14/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : -2 to accuracy at Medium Range, +3 to accuracy instead of +2 at close range

Uzi(2 Unlock Points)-
Damage per Bullet : 12HP
Bullets Per Turn : 3/1
Clip Size/Extra Ammo : 33/99
Accuracy : 70% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : +1 to accuracy at Medium Range

UMP .45(2 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 30/90
Accuracy : 65% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A

FN P90(3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 50/100
Accuracy : 70% (13/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : +1 to accuracy at Close Range


Spoiler LMG :
LMGs are beasts. They have large damage amounts, high rates of fire, and can destroy emplacements and vehicles. However, they are bulky, which means you get no chance at stealth and it takes a whole turn to reload. Definitely not recommended for stealth missions, as they can't be silenced. They also get a -2 accuracy penalty at close range.
M249 SAW (2 Unlock Points)-
Damage per Bullet : 10HP
Bullets Per Turn : 10/1
Clip Size/Extra Ammo : 100/200
Accuracy : 70% (14/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A

RPD (3 Unlock Points)-
Damage per Bullet : 15HP
Bullets Per Turn : 7/1
Clip Size/Extra Ammo : 100/200
Accuracy : 75% (15/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : N/A

M60E4 (4 Unlock Points)-
Damage per Bullet : 20HP
Bullets Per Turn : 5/1
Clip Size/Extra Ammo : 100/200
Accuracy : 80% (16/20)
Fire Modes : Full-automatic, Semi-automatic
Additional Bonus/Penalty : additional -1 to accuracy at Close Range


Spoiler Sniper Rifles :
Sniper Rifles are killing machines. They can take a man out with one or two shots. However, unlike those quickscoping *******s on Call of Duty, you will get a major -8 accuracy penalty to close range combat. Also, most have only one shot per round, so you had better be lucky! They also have a different way of damage calculation, which is explained in the Extra Info section.

M40A3(2 Unlock Points)-
Damage per Bullet : 75HP (+20 to Vitals/Center Mass, +25 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 5/20
Accuracy : Head- 40% (8/20); Center Mass- 50% (10/20); Vitals- 60% (12/20); Limbs and other- 75% (15/20)
Fire Mode : Bolt-action

M21 EBR(3 Unlock Points)-
Damage per Bullet : 70HP (+20 to Vitals/Center Mass, +30 to head)
Bullets Per Turn : 2
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 45% (9/20); Center Mass- 55% (11/20); Vitals- 65% (13/20); Limbs and other- 80% (16/20)
Fire Mode : Semi-Automatic

Dragunov(3 Unlock Points)-
Damage per Bullet : 75HP (+25 to Vitals/Center Mass, +25 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 45% (9/20); Center Mass- 55% (11/20); Vitals- 60% (12/20); Limbs and other- 75% (15/20)
Fire Mode : Semi-Automatic

Remington R700(4 Unlock Points)-
Damage per Bullet : 80HP (+10 to Vitals/Center Mass, +20 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 4/16
Accuracy : Head- 55% (11/20); Center Mass- 65% (13/20); Vitals- 75% (15/20); Limbs and other- 85% (17/20)
Fire Mode : Bolt Action

PSG-1(4 Unlock Points)-
Damage per Bullet : 80HP (+5 to Vitals/Center Mass, +20 to head)
Bullets Per Turn : 2
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 60% (12/20); Center Mass- 65% (13/20); Vitals- 75% (15/20); Limbs and other- 85% (17/20)
Fire Mode : Semi-Automatic

Barret .50 Caliber Heavy Sniper Rifle(5 Unlock Points)-
Damage per Bullet : 90HP (+10 to Vitals/Center Mass, +10 to head)
Bullets Per Turn : 1
Clip Size/Extra Ammo : 10/20
Accuracy : Head- 50% (10/20); Center Mass- 70% (14/20); Vitals- 70% (14/20); Limbs and other- 80% (16/20)
Fire Mode : Semi-Automatic


Spoiler Sidearm :
Your sidearm will save you. This is for when your main gun goes "click" instead of shooting. However, the pistol gets a -2 accuracy penalty at Medium Range and Long Range.
M9 Beretta(Free! :D)
Damage per Bullet: 5HP
Bullets per Turn: 3
Clip Size/Extra Ammo: 15/45
Accuracy: 75% (15/20)
Fire Mode: Semi-Automatic


Spoiler Explosives, Weapon Attachments, etc. :
This category has not just explosives(which, when not used with perks, are not freely restocked and take up the Frag Grenade slot) but also other things that are useful or can be used usefully. These are the things that you can spend your dollars on. Also, you can attach certain things to your weapons that can come in handy, from reflex sights to masterkeys (note-you can only have two attachments on at a time. A number next to the name tells you which of the two attachment slots it fills, then the price, then the guns it can be used for).

Spoiler Explosives :
C4- $200 each
Damage- 100HP/50HP
Blast Radius- 10 meters/20 meters
Trigger- Remote detonation or timer

RPG-7- $100 each
Damage- 100HP/70HP
Blast Radius- 5 meters/10 meters
Trigger- contact with surface

Claymore- $300
Damage- 100HP/60HP
Blast Radius- 10 meters in a 45 degree cone in front of the mine
Trigger- Remote detonation or sensing target walk in front of it.

Flashbang Grenade- Not buyable
Damage- 5HP
Blast Radius- 5 meters
Trigger- Pull pin and throw grenade (NOT the other way around! :p)
Effect- Incapacitates enemy hit by this for 2 turns

Fragmentation Grenade- Not buyable
Damage- 100 HP/50HP
Blast Radius- 20 meters/10 meters


Spoiler Attachments(Underbarrel Weapons) :
M203 Grenade Launcher
Damage- 100HP/60HP
Blast Radius- 15 Meters/10 Meters

Masterkey
Damage Per Bullet- 30
Bullets Per Turn- 2
Clip Size/Max Ammo- 4/16

Bayonet
Damage- 100-50


Spoiler Attachments :
EOTech Holographic Sight (1st Slot, $200, Assault Rifle, SMG, LMG): +1 to Accuracy at all distances and all firing modes.

ACOG Sight (1st Slot, $275, Assault Rifle, SMG, LMG Sniper Rifle): +1 to Accuracy at Medium Range, +2 to Accuracy at Long Range (-2 for Sniper Rifle), -2 Accuracy at Close Range.

Thermal Scope (1st Slot, $400, Assault Rifles, LMG, SMG, Sniper Rifle): +2 Accuracy at Long Range, additional +1 Accuracy at night and/or in dark places.

4x Magnification Scope (1st Slot, $200, Assault Rifle, Sniper Rifle): +3 Accuacy at Long Range (+1 for Sniper Rifle), -1 Accuracy at Close Range.

AN/PEQ2-A Target Illuminator (2nd Slot, $250, Assault Rifle): +2 to Accuracy at Close Range and at night.

M203 Grenade Launcher (2nd Slot, $500, Assault Rifle): Allows you to have an M203 Grenade Launcher mounted on the barrel of your assault rifle.

Foregrip (2nd Slot, $300, Assault Rifle, SMG, LMG, Sniper Rifle): +2 to Accuracy at all distances/firing modes.

Masterkey (2nd Slot, $400, Assault Rifle): Allows you to have a Masterkey shotgun attached to the barrel of your gun.

Silencer (2nd Slot, $100, All Guns): +5 to stealth actions involving firing your gun, if you were invisible before firing and missed you are not discovered, -1 accuracy at all ranges/firing modes.

Armor-Piercing Bullets (2nd Slot, $200, All Guns): Bullets can pierce certain armor and not be slowed down. Extremely useful.

Extended Clips (2nd Slot, $800, All Guns): The gun get a 20% increase to Clip Size and a 50% increase to Extra Ammo.

EDS (2nd Slot, $500, Assault Rifle, SMG, Sniper Rifle): Allows you to ask the GM where any enemies you can't see are.

Bayonet (2nd Slot, $300, Assault Rifle): Attaches a boss-looking bayonet to your assault rifle's barrel


Spoiler Miscellaneous :
Knife- not buyable: You use it as a knife...what do you think? can do 50HP to 100HP damage depending on the location that you hit.
Cell Phone- $100: Can be used to make calls...or IEDs :mwaha:
Alarm Clock- $50: The perfect timer for a bomb, don't you think? It can wake you up, too :p
Lighter- $20 : Name says it all.
Newspaper- $5: Need some kindling?
Humvee- $3000: Has 500HP and a mounter M60E4 on top.
Medic pack- Can heal a total of 100HP. Requires the perk Medic to use
More will come eventually. Please note that GMs can come up with stuff...to a degree :p


Spoiler List of Perks :
Each perk has a certain bonus that either gives you an ability or a certain weapon. Each costs one Unlock Point, but only one can be used from each Tier at a time.
Spoiler Tier 1 :
C4 x4- Gives you 4 C4 explosives.
RPG x2 -Gives you two RPG-7s
Extra Grenades- Gives you an extra Fragmentation Grenade and two extra Flashbang Grenades
Bomb Squad- Lets you detect explosive devices
Claymores x4- Gives you four Claymore antipersonnel mines
Bandolier- Gives you an extra clip for each gun.

Spoiler Tier 2 :
Bulletproof Vest- Gives you an extra 20HP
High Explosives- Explosives do +20HP damage and get an extra 10 meter blast radius
Stopping Power- Guns do +10HP Damage per Bullet
Overkill- Lets you carry a third weapon
Camouflage- +5 to all stealth rolls
Trigger Finger- +2 Bullets Per Turn unless the gun is on Semi-automatic, Three-round burst, or Bolt-Action firing modes

Spoiler Tier 3 :
Medic- Can heal characters with the right supplies, can revive a character and give them a +20HP boost.
Steady Aim- +2 to Accuracy at Close Range
Last Chance- At 5HP, you pull out your pistol and have 5 combat turns to be revived instead of three and no weapon ability.
Eagle Eye- +5% to accuracy for Sniper Rifles
Dead Silence- +5 to all stealth rolls
Hacker- Can listen in to enemy conversations and tap into enemy radio and secret computer files.
Heat Signal Jammer- Makes you and your team invisible to infrared cameras, UAVs, and the likes.
 
Extra Info-

Stats:
Spoiler :
Damage per Bullet- the damage that each bullet that makes a hit does. I will expand on this more in the Combat System section.

Accuracy- The chance of a bullet hitting. I will explain later, but basically a gun with 50% accuracy hits when the roll is 11-20 and misses when it is 1-10. A gun like the M14 with 90% accuracy hits when the roll is 3-20(!) and misses when it is 1-2.

Clip Size/Extra Ammo- The rounds each clip holds and the surplus ammo you have left for the gun. These are restocked after each mission, and during the mission if you run out of ammo you can drop that gun for an enemy's gun and will get yours back at the end of the mission. You might also find extra ammo in the missions, and any extra ammo you don't use is kept if it is over the base extra ammo.

Bullets per Turn- The amount of bullets fired per combat turn. If multiple numbers are stated, it is for each fire mode in order. Again, this has to do with the complicated combat system.

Fire Mode- This deals with the combat system. If only one firing mode is stated, the bonuses are incorporated into the accuracy. otherwise, the base firing mode is in bold. The base firing mode is also incorporated into the accuracy, but you can change it to a non default firing mode. Full-automatic gives -2 accuracy but increases the amount of bullets fired. three-round burst gives +1 accuracy but lets you only fire 3 rounds per combat turn. Semi-Automatic gives you +2 accuracy but lets you only fire (usually) 2 rounds per turn.


Combat System:
Spoiler :
The combat system is pretty complicated. You get three actions-a Move, a Quick Action, and an Action. The move action is simple-do as the name says. The quick action can be reloading or using explosives/knives/underbarrel attachments. The Action is using your gun, which is explained below.
First off, the base accuracy for each gun is stated in the gun's stats. This determines the base chance for dealing damage. For example, the M16A4 has an accuracy of 75% (15/20). This means that when the die is rolled, if there are no effects acting on the gun, if the roll is 1 through 5, the bullets miss, but if the roll is 6-20, at least one bullet hits. The higher the roll is, the more bullets hit (the GM can choose the number of bullets that hit). However, some factors affect this. First off is distance. Depending on the GM, close range might be ten meters or one hundred meters. However, each gun and sometimes gun class has bonuses and penalties that are added on to the final roll. also, the Fire Mode - if not the default fire mode - can add to the accuracy or take away from it. Following this, damage is calculated, and if the enemy's health reaches zero, he is dead (note- not all enemies have the same HP). GMs can also decide if the shot hit vital parts or not.


Combat System-Sniper Rifles:
Spoiler :
If you have a sniper rifle, you call the shots (literally). First off, I suggest you know your sniper rifle. What happens during combat is that you call off where you aim (Head, Center Mass, Vitals, Other). The GM then decides if the bullets hit after using the above combat system. However, a bad miss can kill the wrong target, so choose wisely.


Combat System-Underbarrel Attachments, Explosives, and Miscellaneous Weapons:
Spoiler :
If the weapon is not a Sniper Rifle, Sidearm, or Primary/Secondary Weapon, a simple D20 roll is used to determine success or failure.


Dying (AKA Getting your *** kicked :p)
Spoiler :
All of the playable characters have 100HP (120HP with the perk Bulletproof Vest). When that number reaches 10 on your character, he has ten turns to get healed. At 5 HP, the character is unable to do anything and will die in three turns without help (or can use his pistol, explosives, and miscellaneous items and has 5 turns with Last Stand). When the character reaches 0 HP,the character loses a life and can't participate in the mission for 24 hours. A person with the Tier 3 perk Medic can revive players at 5 HP and give them a 20HP boost upon revival. Medics can also heal people if they have the right supplies. If your character has no lives, he/she is no longer able to be used. However, some GM might choose to revive that character, have some sort of cloning thing or what have you. Also, the GM can decide if a player deserves an extra life or not.


Money, Upgrade Points, Leveling Up, and EXP
Spoiler :
After the completion of a mission, your character gains however much EXP and $ the GM determines. If your EXP reaches 1000, you level up, which gives you an extra 2 upgrade points. If you have unlocked everything or just want to, you can change upgrade points into $ (1 Upgrade Point=$500). Level 2 is reached at 1000 EXP, level 3 is at 2000 EXP, etc.


FAQ-
None yet! :D
 
What are you talking about? The STG was there as of ten minutes after your post :p
Also, If you join tonight, save your $ until tomorrow- There's going to be attachments for the weapons :D
 
The attachments are up (Under List of Weapons-->Explosives, Attachments, etc.) along with the chatroom. Still waiting for some signups. Anyone?
 
Name: Warwick Oryner
Gender: Male
Age: 31
Squad: None
HP: 120
Lives: 5
EXP: 0
Level: 1
Money: $880
Unlock Points: 3
Primary Weapon: M4 Carbine
Secondary Weapon: UMP .45
Sidearm: M9 Beretta
(Tertiary Weapon-only if you choose Overkill for perk 2, but its a THIRD WEAPON!)
Perk 1: Bomb Squad
Perk 2: Bulletproof Vest
Perk 3: Dead Silence
Miscellaneous Items: Lighter, Cell Phone
Explosives: 2 Fragmentation Grenades, 4 Flashbang Grenades
Locker:
 
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